Files
2026-11-01 23:39:55 +02:00

51 lines
1.3 KiB
C#

#if UNITY_EDITOR
using UnityEngine.Rendering.RenderGraphModule;
#endif
namespace UnityEngine.Rendering.Universal
{
static class LayerDebug
{
#if UNITY_EDITOR
static internal bool enabled => FrameDebugger.enabled || RenderGraph.isRenderGraphViewerActive;
static internal string GetDebugLayerNames(LayerBatch layerBatch)
{
var debugNames = string.Empty;
var sortingLayers = Light2DManager.GetCachedSortingLayer();
foreach (var layer in sortingLayers)
{
if (layerBatch.IsValueWithinLayerRange(layer.value))
{
if (debugNames == string.Empty)
debugNames = layer.name;
else
debugNames += " | " + layer.name;
}
}
return debugNames;
}
#endif
static internal void FormatPassName(LayerBatch layerBatch, ref string passName)
{
#if UNITY_EDITOR
if (enabled)
passName += " - " + GetDebugLayerNames(layerBatch);
#endif
}
static internal ProfilingSampler GetProfilingSampler(string passName, ProfilingSampler sampler)
{
#if UNITY_EDITOR
if (enabled)
return new ProfilingSampler(passName);
#endif
return sampler;
}
}
}